All Special Powers (including those in decline, if any) are useless this turn. Racial Powers still apply.

How does this affect the in decline ability "spirit" (where the race doesn't count as a race in decline) Do they suddenly cause the other in decline race of that player to go away (or itself if it's the older race in decline)?

What about the Fortification ability (the one where you can place fortresses on the table) Do the fortresses remain in play? Do they just not provide defensive bonuses and money for the turn?

I'm sure there are other special abilities that would be -- shall we say quirky -- when they are taken away for a turn...

Just picked up this deck, so looking to get this cleared up before we play.

Basically, when this card comes into play, consider that all active Special Powers go in decline. In-decline Races/Powers are not affected.

- A Spirit active Race that chooses to go in decline this turn won't be able to use the "Spirit" effect. (a Spirit Race that is already in decline is not affected).

- Fortresses remain on the board and still provide defensive bonuses. However, a Fortified Race cannot build any new Fortress this turn. It does not score extra VPs for the Fortresses that were already built (exactly as if the Race were in decline).

- It still costs 3 VP to bypass the "Cursed" Race.

- A Seafaring race can no longer conquer Sea regions. Tokens may be left in these regions though (exactly as is the Race were in decline).

Turn 3:
I have a Bivouacking Gypsies, get 5 regions, place encampments.

Turn 4:
The Great Curse kicks in. All my encampments are now useless and don't provide the +1 Defense (is this correct?), but the tokens stay on the board.
I leave all my regions (putting the coins as usual per the Gypsies power), and remove the encampments.
I, then conquer 6 regions and CAN'T place new encampments, since they can only be placed in my turn, and in this particular turn, my Special Power is useless.

Did we play this right?

Basically, if you happen to be the last player, have Bivouacking and somehow you remove the encampments (be it by leaving the board and re-entering or because of some power), you essentially get screwed two whole turns with a single card. That's nasty!

Another one:

Are you required to remove the Bivouacking encampments at the start of the turn when under The Great Curse? Or can you leave them there, even if powerless?